
uniform vec3 start;
uniform vec3 end;

in vec3 vPosition;
in vec3 vColor;
in vec2 vTexCoord;
in float vAlpha;

out vec3 fColor;
out float fAlpha;
out vec2 fTexCoord;

void main()
{		
	gl_Position = gl_ModelViewProjectionMatrix * vec4(vPosition, 1);
    fColor = vColor;
    fAlpha = vAlpha;
    fTexCoord = vTexCoord;
}